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Post by Daniel Everland on Dec 26, 2015 21:09:23 GMT 1
If you want a complete 100% uninstall, you need to delete the registry keys we assign as well. Keep in mind you can mess up your computer if you delete something incorrect in your registry, I don't recommend doing this, and if you do want to do it, it's under your own responsibility.Best way to find what we've assigned, is simply to open regedit.exe, press ctrl+f and search for "kogama".I don't think they're that important, though. Never had to do this during testing, which we did a lot of, to fix any kind of issue.We've found a pretty serious issue in which you might not be able to reinstall KoGaMa if you remove the folder. If you wish to uninstall KoGaMa, do it through the "Remove Programs" tool in the control panel. At the moment we don't know how to fix this, since it's an issue with the installer, which has been made by a third party.If you experience this issue, you need to restore the folder you deleted. If you already removed it from your computer permanently, you can get some from this site. Keep in mind that if you get the Friends version, it won't work on Live even if you rename it and vice versa
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Post by Daniel Everland on Dec 25, 2015 4:14:03 GMT 1
Just wanted to post an update, since I doubt I'll develop the counting cube any further. I just put in the last changes, which'll hopefully be released in a patch sometime soon next year. Moving onto its function, it's great that it has a reset option in it. It saves an extra logic box and lets it be more reusable. However, there is currently an issue with logic reset on the Counter's zero value: Counter Cube does not obey Logic Reset once Activated. This mainly prevents Counters from being used to simulate winning conditions safely. Fixed There's also a small but still noticeable z-fighting issue on the front of the Counter cube when viewing it from a distance. Fixed Lastly, I think that the maximum counter value could be increased to 99 without much harm or confusion. This mainly benefits higher variability in logic builds such as "timer counters" that visible display the amount of time a player has left or score counters that track players' score. Mainly, if the value was up to 99, it could be chained with other counters in such a way that it creates larger values to work with (if a creator wanted to do that). Good point. Fixed Regarding other functionality though, it also relies heavily on the creator's side to make sure the Counter works properly because signal blocking affects it. Since it doesn't decrement when it takes a unique signal, but rather when all inputs are turned off, this makes it challenging to develop signals that effectively change the Counter value. I was actually working on doing exactly what you said, but Christian made an excellent point. It would be counter productive since I'd be making an exception to how logic cubes work. There's a base system behind when inputs are being called, and if I wanted the functionality you describe, I would have to abandon it and write my own. This is a bad thing for two reasons. Firstly, it's confusing to the player. Every other logic cube requires a complete reset before another input is possible, so why does this work differently? We want things to make sense of a fundamental level, and then build outwards from there - it would be wrong for me to disband the base functionality of logic cubes because my vision of how this single cube should work differs. Secondly it makes the code base more complex. If we find an issue with the base logic system in the future, you'd have to patch it two places in order for my logic cube to remain unaffected. If we update the base logic functionality in the future you'd have to do it two places. If there's an issue with my code, which is discovered when I'm not longer associated with KoGaMa, someone else has to sit down and figure out how my specialized system works. To summarize, the base idea is solid, but in coding and game design terms it's a poor idea.
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Bug app
Dec 23, 2015 17:33:03 GMT 1
Post by Daniel Everland on Dec 23, 2015 17:33:03 GMT 1
Yep
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Post by Daniel Everland on Dec 23, 2015 17:32:44 GMT 1
How long did you wait for it? Sometimes it stays there for a little while
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Bug app
Dec 23, 2015 17:29:36 GMT 1
Post by Daniel Everland on Dec 23, 2015 17:29:36 GMT 1
Thanks for reporting this issue, I've added it to our bug tracker. You've been awarded with 1 successful bug report, 20 gold and 400 xp!
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Post by Daniel Everland on Dec 22, 2015 20:03:34 GMT 1
KoGaMa Mobile Release
Hello KoGaMians!
We're proud to announce that KoGaMa can now be played on mobile! It currently works on Android devices and can be downloaded through Google's Play Store application. Please follow these steps to download KoGaMa Mobile:1. Use an Android phone or device. 2. Open friends.kogama.com in your mobile browser (Chrome, Firefox, etc.). 3. Launch any game that you would like to play. 4. On the loading screen, click on the red "Play Game on Mobile (BETA)" button. 5. On KoGaMa's Mobile app page, select "Become a Tester" to gain download access. 6. On the following page, click on the "Download on Google Play" link. 7. Simply click the green "Install" button and you're good to go! KoGaMa Mobile works just like it does on your computer. So once you have the KoGaMa Mobile app downloaded, you can open it and pick any game you want to play from the website! If you get an error when trying to click the big red "Play Game on Mobile (BETA)" button, try clicking on the direct link here instead: play.google.com/apps/testing/com.multiverse.kogamaThe KoGaMa Mobile app is still in early-stage testing, so we'd love to hear of any bugs you encounter here. As a bonus, you'll be rewarded gold, badges, and even XP for writing successful bug reports! If you have any questions or issues, please read our FAQ first. If you still need assistance, write a reply in the FAQ thread, then we'll get to you shortly. Furthermore, we'd like to try and have a lot of people play KoGaMa Mobile at the same time. Tomorrow the 23rd at 18:30 CET (Danish Time) we'd like everyone to come online with their phones and play a few games of KoGaMa! Cya then!
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Post by Daniel Everland on Dec 22, 2015 19:56:14 GMT 1
KoGaMa Mobile FAQ
Why do I need to log into my Google Play account?This is quite simply out of our hands. We're running this beta program through Google Play, which requires you to log into your account. We're not able to monitor your Google credentials, nor do we retrieve any information regarding your Google account. How do I create a Google Play account?You can create a Google Play account by visiting this signup page. If you already have a Google account (Gmail, YouTube, Drive etc.) you can simply log in using that. How do I play a game?Simply open friends.kogama.com in your favorite browser and launch a game like you always would. Once you've reached the game page, click on the red "Play Game on Mobile (BETA)" button. If you have KoGaMa installed it'll start the game, if not you'll be redirected to an installation page How do I install the KoGaMa app?1. Use an Android phone or device. 2. Open friends.kogama.com in your mobile browser (Chrome, Firefox, etc.). 3. Launch any game that you would like to play. 4. On the loading screen, click on the red "Play Game on Mobile (BETA)" button. 5. On KoGaMa's Mobile app page, select "Become a Tester" to gain download access. 6. On the following page, click on the "Download on Google Play" link. 7. Simply click the green "Install" button and you're good to go! Why won't it let me install the app?If you're not running an Android phone with Android 5 or later, clicking the red "Play Game on Mobile (BETA)" to install won't work. Instead, please navigate to this link on your phone, and continue following the "How do I install the KoGaMa app" steps from Step 5. When trying to install KoGaMa, Google Play says the item doesn't exist!When navigating from the "Become a tester page" into your Google Play app, you're not automatically logged into the account you just verified as being a tester. If you have multiple accounts, make sure the one you're logged into in the Google Play app, is the one you registered as being a tester KoGaMa tries to launch WebGL when starting a game on my phone!Click on the link below to force your phone to play KoGaMa in your Android app instead of in WebGL. Once you've done this once, it will do it on every game you play on your device friends.kogama.com/games/play/120488/?android=1
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Post by Daniel Everland on Dec 22, 2015 19:49:43 GMT 1
Yes, you are absolutely correct! My bad
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Post by Daniel Everland on Dec 22, 2015 17:50:33 GMT 1
Thanks for reporting this issue, I've added it to our bug tracker. You've been awarded with 1 successful bug report, 20 gold and 400 xp!
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Post by Daniel Everland on Dec 18, 2015 23:56:45 GMT 1
Original Suggestion: link
Please post any and all feedback, good or bad!
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Post by Daniel Everland on Dec 13, 2015 23:37:30 GMT 1
That's cute
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Post by Daniel Everland on Dec 8, 2015 10:20:15 GMT 1
If at all possible, I'd recommend just adding buttons for these players next to the green Play and Edit buttons. I don't know why it wasn't added, but I know it has been considered. My best bet is that new players might fiddle around with it without knowing what it does, and then end up using WebGL or WebPlayer instead of SA, which has worse performance, which leads to unhappy users. Just a guess though, don't quote me on it
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Post by Daniel Everland on Dec 7, 2015 18:08:49 GMT 1
KoGaMa Player Type Guide
Introduction
Hey guys! For a few months we've allowed you to play using three different player types - Unity WebPlayer, WebGL and Standalone. Changing in between these three is seemingly impossible, and most of the time they're chosen for you. Therefore I'm now writing this guide to explain how you select a player target.
Changing PlayerThis is actually quite simple. To change player, you simply need to add a modifier to the URL for a given game. Your selected player will then be saved in your browsers cache, which means you don't have to change player everytime you want to play a game. The modifiers are different for each type, but they all work the same way. To use a modifier, simply paste it into the end of a play session URL. Keep in mind this is the PLAY SESSION address - the one you get when you click the big green "EDIT", "PLAY" or "MODIFY AVATAR" button. WebGL?webgl=1 Webplayer?webplayer=1 Standalone?standalone=1 For example, if I wanted to play the totally awesome game, 2D Jetpack Arena, in WebGL mode I would do the following First I would navigate to the play session page and copy the address. It looks like the following friends.KoGaMa.com/games/play/118582/Then, I would take this address and add our modifier at the end. This results in the following friends.KoGaMa.com/games/play/118582/?webgl=1Once I've done this, I would simply paste the result into my address bar in my web browser and hit enter - now your game will load using WebGL! Note that not all browsers support any player. For instance, Google Chrome will not load the webplayer. This is due to some more technical chit chatter, which we have no control over. If you're feeling a bit geeky and curious, read up on something called NPAPI, it will explain everything to you : )
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Post by Daniel Everland on Dec 5, 2015 10:10:35 GMT 1
Developer badges are meant to be assigned to employees of Multiverse, which is the company that develops KoGaMa. It's not a requirement to have the badge, so you might see someone who doesn't have it, but is still an employee of Multiverse. Skinke, for instance, I don't think he has it. Any moderator can assign any badge to any member, though, so it's by choice, not because those who do have it are special are anything. There are people who have moderator priviledges, but who do not work for Multiverse. I don't know how many of the Spil Games guys still have it, but certainly Clickjogos employees on the BR server, and Naradaj on the friends server are a good example. These are people who are still moderators, but not developers. And to answer your final question, no, you don't have to be a programmer to get the badge
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Post by Daniel Everland on Nov 30, 2015 19:19:58 GMT 1
Thanks for reporting this issue, I've added it to our bug tracker. You've been awarded with 1 successful bug report, 20 gold and 400 xp!
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